Category: Talk

The TAG team (Teen Advisory Group) at the Science World at Telus World of Science in Vancouver have the mission to organize events for teens called SWEET (Science World Extravagant Evening for Teens). In November, I was invited to give a talk to young people “The Psychology of video games & why the […]

Playing video games as a novel visuomotor activity has been used in experimental studies by Stickgold et al. (2000) [1], Wamsley et al. (2010) [2] and Kusse, et al. (2012)[3] to understand the continuity between awake and sleep experiences, memory consolidation and learning. These studies have focused on investigating “hypnagogic […]

If you are in the amazing Vancouver join the event Sweet: Mind Craft at the Science World at TELUS World of Science. Teens even 13-18 years old. I will talk about the psychology of video games & Game Transfer Phenomena. Get your tickets in Eventbrite Please follow and like […]

You are very welcome to join us for my lecture on Game Transfer Phenomena, hosted by SLATE (Center for the Science of Learning and Technology) at the University of Bergen. When: 26th of May at 14:00-15:00. Location: University of Bergen, Auditorium 1, Stein Rokkans hus, Nygårdsgaten 5. More information here […]

Join us on 12th November at University of Hertfordshire at Hatfield, Hertfordshire (around the corner from London) on a talk about the five years journey of research into Game Transfer Phenomena. I will cover some of the more relevant aspects about GTP including: What types of GTP have been identified, what factors are significantly associated […]

The imminent arrival of more highly immersive technologies for entertainment brings exciting possibilities for gamers, developers and researchers. As a gamer, I’m looking forward to get my own head mountain display, but it also raises important questions regarding the impact on wellbeing. Game Transfer Phenomena (GTP), a research approach focusing […]

In mid June I was invited to talk about my research into Game Transfer Phenomena at a PubhD in Nottingham. It was delightful thanks to the brilliant audience 🙂 Different events of PubhD (a space where PhDs have the opportunity to talk about their research in a colloquial way) take place in different parts […]

I’m super excited to interchange perspectives on my research #GameTransferPhenomena in my talk: “Transfer of Gaming Experiences: Considering the Impact of Game Design Beyond Gameplay” with the #videogames masters at Develop:Brighton in July! #ImASpeaker @DevelopConf

October 12th- University of British Columbia, Vancouver. “When the mind keeps playing after the game has been turned off: Game Transfer Phenomena”

October- Visit Brain, Attention, and Reality Lab, University of British Columbia, Vancouver.

September 27-30 World Congress of Psychiatry in Mexico City. “GTP and problematic smartphone use in an augmented reality game” & “Can sensory intrusions and motoric activations caused by the use of technology become pathological?”

About Author

Dr Angelica B. Ortiz de Gortari is a psychologist. Currently, a Marie Curie COFUND Postdoctoral Research fellow in Cyberpsychology at the Psychology and Neuroscience of Cognition Research Unit at the University of Liège. Critical inquiry on the psychosocial implications of interactive media technologies has been her professional passion since undergraduate school when she conducted one of the first studies on internet addiction. Game Transfer Phenomena (GTP) is her area of research expertise, for which she has won awards. Dr Ortiz de Gortari’s research has been featured in different media worldwide including New Scientist, BBC World Service, The International Herald Tribune, The Guardian, Discovery News, and History Channel News. Her research on GTP has also inspired an episode of the TV series CSI: Cyber. She has published academically and presented at several international conferences. The goal of her research is maximising the psychological and social benefits of interactive virtual technologies while reducing the potential risks it can present to some individuals.